Mountsins and shaders
This commit is contained in:
parent
eb71045d34
commit
7af3f5f981
48 changed files with 578 additions and 5 deletions
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{
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"defaultMaterial": "betterend:wave_glow_all"
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}
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{
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"defaultMaterial": "betterend:glow_all"
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}
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10
src/main/resources/assets/betterend/materials/glow_10.json
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10
src/main/resources/assets/betterend/materials/glow_10.json
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{
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"layers": [
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{
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"vertexSource": "canvas:shaders/material/default.vert",
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"fragmentSource": "betterend:shaders/material/glow_10.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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10
src/main/resources/assets/betterend/materials/glow_33.json
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src/main/resources/assets/betterend/materials/glow_33.json
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{
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"layers": [
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{
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"vertexSource": "canvas:shaders/material/default.vert",
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"fragmentSource": "betterend:shaders/material/glow_33.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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10
src/main/resources/assets/betterend/materials/glow_50.json
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src/main/resources/assets/betterend/materials/glow_50.json
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{
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"layers": [
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{
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"vertexSource": "canvas:shaders/material/default.vert",
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"fragmentSource": "betterend:shaders/material/glow_50.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "canvas:shaders/material/default.vert",
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"fragmentSource": "betterend:shaders/material/glow_50_half.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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src/main/resources/assets/betterend/materials/glow_all.json
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10
src/main/resources/assets/betterend/materials/glow_all.json
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{
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"layers": [
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{
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"vertexSource": "canvas:shaders/material/default.vert",
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"fragmentSource": "betterend:shaders/material/glow_all.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "canvas:shaders/material/default.vert",
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"fragmentSource": "betterend:shaders/material/glow_all_half.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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src/main/resources/assets/betterend/materials/glow_inc.json
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src/main/resources/assets/betterend/materials/glow_inc.json
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{
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"layers": [
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{
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"vertexSource": "canvas:shaders/material/default.vert",
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"fragmentSource": "betterend:shaders/material/glow_inc.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "canvas:shaders/material/default.vert",
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"fragmentSource": "betterend:shaders/material/glow_transparent.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/wave_large.vert",
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"fragmentSource": "betterend:shaders/material/glow_50_half.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/wave_large.vert",
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"fragmentSource": "betterend:shaders/material/glow_inc.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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10
src/main/resources/assets/betterend/materials/noshade.json
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src/main/resources/assets/betterend/materials/noshade.json
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{
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"layers": [
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{
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"vertexSource": "canvas:shaders/material/default.vert",
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"fragmentSource": "canvas:shaders/material/default.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/offset_floor.vert",
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"fragmentSource": "canvas:shaders/material/default.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/small_wave.vert",
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"fragmentSource": "betterend:shaders/material/glow_50_half.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/wave.vert",
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"fragmentSource": "betterend:shaders/material/glow_33.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/wave.vert",
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"fragmentSource": "betterend:shaders/material/glow_33_half.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/wave.vert",
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"fragmentSource": "betterend:shaders/material/glow_50_half.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/wave.vert",
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"fragmentSource": "betterend:shaders/material/glow_all.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/wave.vert",
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"fragmentSource": "betterend:shaders/material/glow_inc.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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10
src/main/resources/assets/betterend/materials/waving.json
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src/main/resources/assets/betterend/materials/waving.json
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/wave.vert",
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"fragmentSource": "canvas:shaders/material/default.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/wave_floor.vert",
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"fragmentSource": "canvas:shaders/material/default.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/wave_large.vert",
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"fragmentSource": "canvas:shaders/material/default.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/small_wave.vert",
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"fragmentSource": "canvas:shaders/material/default.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/wall_wave.vert",
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"fragmentSource": "canvas:shaders/material/default.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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{
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"layers": [
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{
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"vertexSource": "betterend:shaders/material/wall_wave.vert",
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"fragmentSource": "canvas:shaders/material/glow_all.frag",
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"disableAo": true,
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"disableDiffuse": true
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}
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]
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}
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#include frex:shaders/api/fragment.glsl
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#include frex:shaders/lib/math.glsl
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void frx_startFragment(inout frx_FragmentData fragData) {
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fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.1 ? 1 : 0;
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}
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#include frex:shaders/api/fragment.glsl
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#include frex:shaders/lib/math.glsl
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void frx_startFragment(inout frx_FragmentData fragData) {
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fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.33 ? 1 : 0;
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}
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#include frex:shaders/api/fragment.glsl
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#include frex:shaders/lib/math.glsl
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void frx_startFragment(inout frx_FragmentData fragData) {
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fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.33 ? 0.5 : 0;
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}
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#include frex:shaders/api/fragment.glsl
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#include frex:shaders/lib/math.glsl
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void frx_startFragment(inout frx_FragmentData fragData) {
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fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.5 ? 1 : 0;
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}
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#include frex:shaders/api/fragment.glsl
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#include frex:shaders/lib/math.glsl
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void frx_startFragment(inout frx_FragmentData fragData) {
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fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.5 ? 0.5 : 0;
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}
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#include frex:shaders/api/fragment.glsl
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#include frex:shaders/lib/math.glsl
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void frx_startFragment(inout frx_FragmentData fragData) {
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fragData.emissivity = 1;
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}
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#include frex:shaders/api/fragment.glsl
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#include frex:shaders/lib/math.glsl
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void frx_startFragment(inout frx_FragmentData fragData) {
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fragData.emissivity = 0.5;
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}
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#include frex:shaders/api/fragment.glsl
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#include frex:shaders/lib/math.glsl
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void frx_startFragment(inout frx_FragmentData fragData) {
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float light = frx_luminance(fragData.spriteColor.rgb) * 2 - 0.3;
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fragData.emissivity = clamp(light, 0, 1);
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}
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#include frex:shaders/api/fragment.glsl
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#include frex:shaders/lib/math.glsl
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void frx_startFragment(inout frx_FragmentData fragData) {
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fragData.emissivity = 1;
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fragData.ao = false;
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fragData.diffuse = false;
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}
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#include frex:shaders/api/vertex.glsl
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#include frex:shaders/api/world.glsl
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#include frex:shaders/lib/math.glsl
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#include frex:shaders/lib/noise/noise4d.glsl
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/******************************************************
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Based on "GPU-Generated Procedural Wind Animations for Trees"
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by Renaldas Zioma in GPU Gems 3, 2007
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https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
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Remake of canvas default shader for the Nether
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******************************************************/
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#define NOISE_SCALE 0.125
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void frx_startVertex(inout frx_VertexData data) {
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data.vertex.xz += data.normal.xz * data.spriteUV.y * 0.02;
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}
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#include frex:shaders/api/vertex.glsl
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#include frex:shaders/api/world.glsl
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#include frex:shaders/lib/math.glsl
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#include frex:shaders/lib/noise/noise4d.glsl
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/******************************************************
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Based on "GPU-Generated Procedural Wind Animations for Trees"
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by Renaldas Zioma in GPU Gems 3, 2007
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https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
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Remake of canvas default shader for the Nether
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******************************************************/
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void frx_startVertex(inout frx_VertexData data) {
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#ifdef ANIMATED_FOLIAGE
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float t = frx_renderSeconds() * 0.05;
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vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * 0.5;
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float wind = snoise(vec4(pos, t)) * 0.02;
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data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
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data.vertex.z += sin(t * 19) * wind;
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#endif
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}
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#include frex:shaders/api/vertex.glsl
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#include frex:shaders/api/world.glsl
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#include frex:shaders/lib/math.glsl
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#include frex:shaders/lib/noise/noise4d.glsl
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/******************************************************
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Based on "GPU-Generated Procedural Wind Animations for Trees"
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by Renaldas Zioma in GPU Gems 3, 2007
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https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
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Remake of canvas default shader for the Nether
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******************************************************/
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void frx_startVertex(inout frx_VertexData data) {
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#ifdef ANIMATED_FOLIAGE
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float t = frx_renderSeconds() * 0.05;
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vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * 0.5;
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float wind = snoise(vec4(pos, t)) * 0.1;
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//vec3 center = frx_modelOriginWorldPos() + vec3(0.5);
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//vec3 absDist = abs(pos - center) * 2;
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//wind *= clamp(1 - absDist.x + absDist.y + absDist.z, 0, 1);
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wind *= 1 - data.spriteUV.y;
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data.vertex.y += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
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data.vertex.x += cos(t * 14) * wind;
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data.vertex.z += sin(t * 19) * wind;
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#endif
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}
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#include frex:shaders/api/vertex.glsl
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#include frex:shaders/api/world.glsl
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#include frex:shaders/lib/math.glsl
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#include frex:shaders/lib/noise/noise4d.glsl
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/******************************************************
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Based on "GPU-Generated Procedural Wind Animations for Trees"
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by Renaldas Zioma in GPU Gems 3, 2007
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https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
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Remake of canvas default shader for the Nether
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******************************************************/
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#define NOISE_SCALE 0.125
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void frx_startVertex(inout frx_VertexData data) {
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#ifdef ANIMATED_FOLIAGE
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float t = frx_renderSeconds() * 0.05;
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vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * NOISE_SCALE;
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float wind = snoise(vec4(pos, t)) * 0.1;
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data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
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data.vertex.z += sin(t * 19) * wind;
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#endif
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}
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#include frex:shaders/api/vertex.glsl
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#include frex:shaders/api/world.glsl
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#include frex:shaders/lib/math.glsl
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#include frex:shaders/lib/noise/noise4d.glsl
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/******************************************************
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Based on "GPU-Generated Procedural Wind Animations for Trees"
|
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by Renaldas Zioma in GPU Gems 3, 2007
|
||||
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
|
||||
|
||||
Remake of canvas default shader for the Nether
|
||||
******************************************************/
|
||||
|
||||
#define NOISE_SCALE 0.125
|
||||
|
||||
void frx_startVertex(inout frx_VertexData data) {
|
||||
#ifdef ANIMATED_FOLIAGE
|
||||
float t = frx_renderSeconds() * 0.05;
|
||||
|
||||
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * NOISE_SCALE;
|
||||
float wind = snoise(vec4(pos, t)) * 0.2;
|
||||
wind *= 1 - data.spriteUV.y;
|
||||
|
||||
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
|
||||
data.vertex.z += sin(t * 19) * wind;
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
#include frex:shaders/api/vertex.glsl
|
||||
#include frex:shaders/api/world.glsl
|
||||
#include frex:shaders/lib/math.glsl
|
||||
#include frex:shaders/lib/noise/noise4d.glsl
|
||||
|
||||
/******************************************************
|
||||
Based on "GPU-Generated Procedural Wind Animations for Trees"
|
||||
by Renaldas Zioma in GPU Gems 3, 2007
|
||||
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
|
||||
|
||||
Remake of canvas default shader for the Nether
|
||||
******************************************************/
|
||||
|
||||
void frx_startVertex(inout frx_VertexData data) {
|
||||
#ifdef ANIMATED_FOLIAGE
|
||||
float t = frx_renderSeconds() * 0.05;
|
||||
|
||||
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * 0.0625;
|
||||
float wind = snoise(vec4(pos, t)) * 0.25;
|
||||
|
||||
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
|
||||
data.vertex.z += sin(t * 19) * wind;
|
||||
#endif
|
||||
}
|
|
@ -15,7 +15,8 @@
|
|||
"LivingEntityMixin",
|
||||
"BiomeMixin",
|
||||
"SlimeEntityMixin",
|
||||
"LocateCommandMixin"
|
||||
"LocateCommandMixin",
|
||||
"DefaultBiomeCreatorMixin"
|
||||
],
|
||||
"injectors": {
|
||||
"defaultRequire": 1
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue